using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using MySql.Data;
using MySql.Data.MySqlClient;

namespace OnlineGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        KeyboardState currentKey, lastKey;
        MouseState currentMouse, lastMouse;
        Rectangle mousePos;
        GamePadState currentKeypad, lastKeypad;
        Characters characters;
        src.Screens.CreateCharacter createChar;


        public enum gameStates
        {
            LOGIN,
            CHARACTERS,
            CREATECHARACTERS,
            LOADING,
            MAIN,
            MENU,
            SAIR,
            DEAD,
        };//end EnumGameStates
        public enum cityStates
        {
            ROOK1,
            ROOK2,
            CITY1,
            CITY2,
        };//end EnumcitysStates
        public static gameStates currentState = gameStates.CHARACTERS;
        public static cityStates currentCity = cityStates.ROOK1;

        
        SpriteFont teste;
       
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            IsMouseVisible = true;
            teste = Content.Load<SpriteFont>("Arial40");
            characters = new Characters(Content, Window);
            createChar = new src.Screens.CreateCharacter(Content, Window);
            mousePos = new Rectangle(0, 0, 1, 1);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
           
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            
            // TODO: Add your update logic here
            //Controls States Update//
            currentKey = Keyboard.GetState();
            currentMouse = Mouse.GetState();
            currentKeypad = GamePad.GetState(PlayerIndex.One);
            mousePos.X = (int)(currentMouse.X);
            mousePos.Y = (int)(currentMouse.Y);
            
            //Window Title Update
            Window.Title = currentMouse.X.ToString() + " ///" + currentMouse.Y.ToString();

            //Sprites Updates//
            switch (currentState)
            {
                case gameStates.CHARACTERS:
                    characters.Update(gameTime, spriteBatch,mousePos);
                break;
                case gameStates.CREATECHARACTERS:
                createChar.Update(gameTime, spriteBatch, mousePos);
                break;
            }


            //Controls States Update2//
            lastKey = currentKey;
            lastKeypad = currentKeypad;
            lastMouse = currentMouse;


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            switch (currentState)
            {
                case gameStates.CHARACTERS:
                     characters.Draw(gameTime, spriteBatch);
                break;

                case gameStates.CREATECHARACTERS:
                    createChar.Draw(gameTime, spriteBatch);
                    break;

                case gameStates.MAIN:

                    switch (currentCity)
                    {
                       
                        default:

                        break;
                    }

                    break;


            }
            //spriteBatch.DrawString(teste, server.Test("kaznowski"),Vector2.Zero, Color.Black);

            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
